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Data
Settings > Project > Data The names your game defines in its scripts, which Lines refer to: Actors, Roles, Flags and so on. Candy Dialogue Creator reads them from your project, so that dropdowns list them and checks report a Line that names one that doesn't exist.
Settings Data
The Kinds of Data
KindUsed for
ActorsThe speaker of a Spoken Line, and every field that accepts an Actor.
RolesThe same fields: a Role stands in for an Actor chosen while the game runs.
FlagsThe Flag command.
DispositionsThe Disposition of a Spoken Line, and the Disposition command.
Effect playersThe Effect commands.
CS pathsThe targets of the Cutscene commands.
For Each Kind
FieldDescription
ScriptThe .gd file that contains the data, in your project.
VariableThe name of the variable to read in that script.
UpdateReads the variable again.
LoadedWhat the last update read. Not editable.
ExcludeValues to exclude from what was loaded, separated by commas.
AddValues that aren't in the script, separated by commas.
In useThe result: what was loaded, minus the excluded values, plus the added ones. This is the list Candy Dialogue Creator reads from.
Update all, at the top, updates every kind at once. A new profile starts with the scripts and variables of a standard Candy Dialogue Engine install. With the project root set on the Paths page, pressing Update all fills every list. What Is Read From the variable you name, Candy Dialogue Creator reads:
  • The keys of a dictionary. For the Actors, these are the Actor References.
  • Every element of an array.
  • A plain text, as it is.
The script is read as text. It isn't run, so nothing in your project is executed, and values computed while the game runs can't be read: add those by hand in Add. When to Update Candy Dialogue Creator doesn't watch your scripts: what it loaded remains until the next update. Press Update or Update all after adding or renaming an Actor, a Role or a Flag in your game. Exclude and Add persist from one update to the next. Without a Project A writer without the game's project fills the lists by hand: leave Script empty and type the names in Add. Speech Inserts The last section, Speech inserts, names the two scripts the speech drop-downs of the Inserts panel list from: your project's Lexicon and Text Events dictionary.
FieldDescription
Lexicon script, Lexicon variableThe script containing the Lexicon keywords, and its dictionary: Lexicon.gd and lexicon in a standard install.
Text events script, Text events variableThe script containing the Text Events every Line can use, and its dictionary: Text_Events.gd and text_events in a standard install.
Both dictionaries are sorted by Variation, so they have no Loaded, Exclude or Add: Candy Dialogue Creator reads them again each time the project is scanned (when the profile opens, and when Refresh is clicked in the top bar), retaining the Variations each name belongs to.